using System.Collections.Generic; using ColdMint.scripts.debug; using ColdMint.scripts.utils; using Godot; using YamlDotNet.Serialization; using YamlDotNet.Serialization.NamingConventions; namespace ColdMint.scripts.item; /// /// Item manager /// 物品管理器 /// public static class ItemTypeManager { //用于yaml反序列化 //Use for yaml deserialization private record struct ItemTypeInfo(string Id, string ScenePath, string IconPath, int MaxStackValue) { } /// /// Register items from yaml file /// 从文件注册物品 /// public static void RegisterFromFile() { LogCat.Log("start_item_register_from_file"); // 初始化yaml反序列化器 // initialize yaml deserializer var deserializer = new DeserializerBuilder() .WithNamingConvention(UnderscoredNamingConvention.Instance) // convent snake_case .Build(); //初始化文件目录 //initialize file dir var itemRegsDirPath = "res://data/itemRegs/"; var itemRegsDir = DirAccess.Open(itemRegsDirPath); if (DirAccess.GetOpenError() is not Error.Ok) { LogCat.LogError("error_when_open_item_regs_dir"); } //遍历目录,找到要注册的文件 //traverse the dir, find files to register foreach (var file in itemRegsDir.GetFiles()) { if (file is null) continue; LogCat.LogWithFormat("item_register_from_file", file); //读取文件,解析为类型为info的IEnumerable //read file, parse to an IEnumerable of type infos var yamlFile = FileAccess.Open($"{itemRegsDirPath}/{file}", FileAccess.ModeFlags.Read); var yamlString = yamlFile.GetAsText(); var typeInfos = deserializer.Deserialize>(yamlString); yamlFile.Close(); //遍历类型信息并注册它们。 //traverse type infos and register them. foreach (var typeInfo in typeInfos) { LogCat.LogWithFormat("item_register_find_item_in_file", typeInfo.Id); var scene = ResourceLoader.Load(typeInfo.ScenePath); var icon = ResourceLoader.Load(typeInfo.IconPath); var itemType = new ItemType(typeInfo.Id, () => NodeUtils.InstantiatePackedScene(scene), icon, typeInfo.MaxStackValue); Register(itemType); } } } /// /// Register items here /// 在这里注册物品 /// public static void StaticRegister() { } private static Dictionary Registry { get; } = []; private static Texture2D DefaultTexture { get; } = new PlaceholderTexture2D(); /// /// Register an item type. /// Return false if the item id already exist. /// 注册一个物品类型 /// 如果项目id已经存在,则返回false。 /// /// Whether the registration was successful. /// 注册是否成功。 /// public static bool Register(ItemType itemType) => Registry.TryAdd(itemType.Id, itemType); /// /// Creates a new instance of the item registered to the given id. /// 创建给定物品id的新物品实例 /// /// /// Returns null when the id is not registered. /// 当物品id没有注册时返回null /// public static IItem? NewItem(string id) => Registry.TryGetValue(id, out var itemType) ? itemType.NewItemFunc() : null; /// /// Get the translated default name of the item type for the given id /// 获取指定物品id翻译后的物品名 /// /// /// Translated default name of the item id if it exists. Else, return the id itself /// public static string DefaultNameOf(string id) => TranslationServerUtils.Translate($"item_{id}") ?? id; /// /// Get the translated default description of the item type for the given id /// 获取指定物品id翻译后的描述 /// /// /// Translated default description of the item id if it exists. Else, return null /// public static string? DefaultDescriptionOf(string id) => TranslationServerUtils.Translate($"item_{id}_desc"); /// /// Get the default icon of the item type for the given id /// 获取指定物品id的默认图标 /// /// /// Default icon of the item id if it exists. Else, return a /// 当前物品id的默认图标,若无则返回一个 /// public static Texture2D DefaultIconOf(string id) => Registry.TryGetValue(id, out var itemType) ? itemType.Icon ?? DefaultTexture : DefaultTexture; /// /// Gets the maximum number of stacks for an item /// 获取某个物品的最大堆叠数量 /// /// ///id ///物品ID /// /// public static int MaxStackQuantityOf(string id) => Registry.TryGetValue(id, out var itemType) ? itemType.MaxStackQuantity : 0; }